GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

OpenGL ES 3.0 - Challenges and Opportunities

Marc Hehmeyer  |  CTO, FISHLABS Entertainment GmbH


Location: Europasaal

Format: Lecture
Track: Programming
Vault Recording: Video


The latest innovation in mobile gaming will be fueled by the new 3D graphics standard OpenGL ES 3.0, which is expected to be implemented in smartphones and tablets hitting the streets towards the end of this year. In particular, it will further close the gap between tablets and consoles. Marc, as the CTO and mastermind behind the engine of the award-winning mobile games studio FISHLABS, creators of the critically acclaimed Galaxy on Fire series and other successful high-end 3D mobile games, will explain the new features of OpenGL ES 3.0 and highlight the fundamental differences to the predecessor based on best practice examples.

Takeaway

Attendees will get an understanding of what it takes to max out the opportunities using OpenGL ES 3.0 and what visual effects can be achieved. They will also learn what the challenges are for their graphics production pipeline and where the risks are within the ongoing fragmentation of the mobile gaming platform.

Intended Audience

The talk will focus on technical aspects and will include some brief code samples. Hence, at least a basic understanding of the OpenGL graphic language is recommended. However, general information will also be useful for less tech-savvy attendees, like producers and graphic artists.



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